/****************************************************************************
 * Copyright (c) 2018.10 liangxie
 * 
 * http://liangxiegame.com
 * https://github.com/liangxiegame/QFramework
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 ****************************************************************************/

using UnityEngine;
using UnityEngine.UI;
using BindingsRx;
using BindingsRx.Bindings;
using BindingsRx.Converters;
using BindingsRx.Exceptions;
using BindingsRx.Extensions;
using BindingsRx.Filters;

namespace QFramework.Example
{
    public class BindingsRxExample : MonoBehaviour
    {
        InputField mInputField;
        Text mText;

        void Start()
        {
            mInputField = transform.Find("InputField").GetComponent<InputField>();
            mText = transform.Find("Text").GetComponent<Text>();

            mInputField.BindTextTo(() => mText.text, text => mText.text = text);
        }
    }
}
